Call of Geometry - Quadrilateral Warfare
Curator: Aimee Muscoe
Name & Link to Tech Tool or Tool homepage: Call of Geometry: Quadrilateral Warfare
Brief Description of Tech Tool: In this game, students classify two-dimensional shapes based on their attributes.
Technical & Cost considerations: This is a free game. It requires the use of Adobe Flash Player and it could be used with a smart board.
Evaluation
Description of Learning Activity
This game would be good practice for students to classify two-dimensional shapes based on their attributes. Students also need to understand that shapes can belong to sub-categories, for example a square can also be categorized as a rectangle.
1. Learning Activity Types
- LA-Practice - practicing for fluency
2. What mathematics is being learned?The intent here is to describe the mathematics being learned and how it fits with your learning goals. Do this first by listing standards and proficiency strands and then with any additional discussion of what is being learned.
NCTM Standards
- NCTM-Geo-analyze - analyze characteristics and properties of two- and three-dimensional geometric shapes and develop mathematical arguments about geometric relationships
Proficiency Strands
- PS-adaptive reasoning- Students must think about the classifications of different shapes and the attributes of the shapes on the screen to determine if a shape belongs to a category or sub-category
Additional comments on what is being learned
3. How is the mathematics represented?
The mathematics is being represented with different graphics of two-dimensional shapes. Shapes move around the screen and students must use the mouse to click on the shape that is being asked for.
4. What role does technology play?
There is a limited number of shapes that are presented, so students may not realize that other shapes may also belong to the categories they are sorting shapes into. The shapes move quickly and students may not have enough time to properly classify a shape.
Affordances of Technology for Supporting Learning
- Computing & Automating -
- Representing Ideas & Thinking - Shapes are represented and students must think about their attributes in order to classify them
- Accessing Information -
- Communicating & Collaborating -
- Capturing & Creating -
5. How does the technology fit or interact with the social context of learning?
This tool could be used individually for practice. It could also be used in a group setting on a smart board. This game mimics some popular video games so I think it may keep the attention of students.
6. What do teachers and learners need to know?
This tool is very self-exapliatory and easy to use. Students should know the basic characteristics of different two-dimensional shapes, but the game does give reminders of what to look for when they ask students to find a specific shape.